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ChangeLog
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Version 2.5.5 (in development)
* fixed bone priority import for L and R bones (reported by Da Mage)
Version 2.5.4 (28 Mar 2010)
* fixed bone priority export for L and R bones (reported by Kilza)
* fixed morph base key name import (reported by LHammonds)
* fixed morph base key to have no float data (reported by LHammonds)
* improved export of controller start and stop times (reported by LHammonds)
* fixed consistency type on NiGeometryData to be CT_VOLATILE when exporting
morphs; this fixes for instance bow exports (reported and fix suggested by
LHammonds, based on Nicoroshi and Windy's bow tutorials)
Version 2.5.3 (19 Mar 2010)
* import and export NiLODNodes as empty with LODs as children and properties
to set extents
* added material color controller import and export (request and test files by
Alphax)
* added vis controller import and export (request and test files by Alphax)
* fixed some controller imports in case controller block had no data
* improved Fallout 3 skeleton.nif import
* fixed bhkCapsuleShape export with identical points by converting it to a
bhkSphereShape (reported by ghostwalker71)
* warn if mopp is exported for non-static objects, as these may not function
properly in-game (reported by mc.crab)
* added option to use NiBSAnimationNode when exporting animated branches for
Morrowind (suggested and tested by TheDaywalker)
Version 2.5.2 (20 Feb 2010)
* configurable game paths for test suite
* fixed display of alpha channel in textured faces (reported by vurt2, fixed
by Alphax)
* weight squash script can now limit the number of bone influences per
vertex (requested by Growlf)
* disabling combine shapes import option results in xbase_anim type nifs to
import clothing slots as bones (fixes transform issue reported by Arcimaestro
Anteres)
* added regression test and workaround for duplicate shape keys during import:
only the first is read, and duplicates are ignored (e.g. Fallout 3
skeleton.nif HeadAnims:0)
* added regression test and workaround for corrupt translation keys in
Fallout 3 interpolators (e.g. Fallout 3 h2haim.kf, reported by Malo)
* added experimental .kf export for Freedom Force and Freedom Force vs. the
3rd Reich
* fixed interpolator bug with bhkBlendControllers when exporting kf files for
creatures with bones that have havok blocks attached (reported by Spiderpig)
* added alpha controller import; export was already implemented (requested
and test files provided by Alphax)
* fixes/improvements to animation import and export
- full support for import/export of animation priority
- autoset target name to bip02 if the armature has such a bone
- new option to manually set the target name on export
- new option to bulk set the animation priority
- skip NiBSplineInterpolators on import; not fully supported and
if not skipping was causing a fatal error
* fix for bhkNiTriStripsShape import
* added experimental import and export of Empire Earth II meshes
* fixed bhkCapsuleShape import with identical points (reported by
ghostwalker71)
Version 2.5.1 (10 Jan 2010)
* updated for pyffi 2.1.0
* fixed stencil property export for Fallout 3
* Morrowind bounding box import and export
* import and export, via object properties per object, of havok object
- material
- collision layer
- motion quality
- motion system
- mass
- col filter
* import and export, via object properties per object, of havok constraint
- min angle
- max angle
- friction
* object rotation animation import bugfix (reported by Arcimaestro Anteres,
fixes for instance Morrowind animated creature imports)
* fix for Fallout 3 NiGeomMorpherController (shape key) export (reported by
Bleolakri)
* pep8 fixes
* installer detects Python 64 bit, and complains about it
* increased resolution of vertex coordinates to 1/1000 (from 1/200) on import
and export (fixes issue #2925044 reported by EuGENIUS).
* added support for Atlantica and Howling Sword import and export
Version 2.5.0 (22 Nov 2009)
* attempt to fix invalid matrices in bone extra text buffer rather than
raising a mysterious exception (reported by PacificMorrowind)
* import and export Oblivion morph controller animation data (reported by
LHammonds, addition testing and bug reports by PacificMorrowind)
* import extra nodes as empties
* extra nodes are now imported by default (suggested by PacificMorrowind)
* various object animation import and export fixes (reported by LHammonds and
Tijer)
* enable flattening skin in the export gui when 'geometry only' is selected,
for Oblivion and Fallout 3 (contributed by PacificMorrowind)
* civ4 and Sid Meier's Railroads NiNode and NiTriShape flags are now set to
16 (reported by Tijer)
* on import, set alpha to 0.0 if NiAlphaProperty is present (so it gets
re-exported) even if no textures with alpha channel are found; this fixes an
issue with Sid Meier's Railroads (reported by Tijer)
* export NiAlphaProperty threshold 150 for Sid Meier's Railroads (reported by
Tijer)
* export RRT_NormalMap_Spec_Env_CubeLight shader for Sid Meier's Railroads
(reported by Tijer)
* force TSpace flag to be 16 for Sid Meier's Railroads and Fallout 3 (reported
by Tijer and Miaximus)
* fixed windows installer & installer scripts to install to the dirs currently
expected by blender (contributed by PacificMorrowind)
* import and export egm morphs (with aid of Scanti and Carver13)
* added new experimental "morph copy" script (under scripts->mesh)
* stitch strips for Fallout 3 by default (reported by Miaximus)
* fixed texture path bug (reported by elitewolverine)
Version 2.4.12 (23 Oct 2009)
* warn and ignore object animation on skinned meshes, instead of
raising a mysterious exception (reported by vfb)
* added Zoo Tycoon 2 .kf export
* added dialogue requesting animation sequence name for .kf export
(contributed by PacificMorrowind)
* added preset for Oblivion OL_ANIM_STATIC objects (see issue #2118370
reported by apwsoft; fix discovered by PacificMorrowind)
* export XYZ rotations for object animations instead of converting to
quaternions (reported by Artorp)
* set bhkCollosionObject flag to 41 instead of the default 1 for
animated (OL_ANIM_STATIC) objects (reported by Artorp)
* updated readme with detailed install instructions
Version 2.4.11 (28 Sep 2009)
* added NeoSteam import and export support
* warn on corrupt rotation matrix, rather than raising an exception
* bug fix in case (corrupt) root block has no name attribute
* fix for collision export with very small mass (contributed by
PacificMorrowind, see issue #2860536)
Version 2.4.10 (22 Jul 2009)
* windows installer updated for Python 2.6 and PyFFI 2.0.1.
* set affected node list pointer on Morrowind environment map (contributed by
Alphax)
* use Blender's texture dir on import (contributed by puf_the_majic_dragon)
Version 2.4.9 (20 Jun 2009)
* test and fix for NiKeyframeController target in Morrowind xkf files (reported
by arcimaestro, see issue #2792951)
* test and fix for NiKeyframeController flags import and export: the nif cycle
mode is mapped onto the blender ipo curve extrapolation mode (reported by
arcimaestro, see issue #2792951)
* test and fix for anim buffer out of range exception - the exporter will now
only warn about it but continue with export anyway (reported by arcimaestro,
see issue #2792952)
* fixed bug when importing extra bones which were parented on a grouping bone
(for instance Morrowind atronach_frost.nif, where Bone01 is parented to
Weapon, which groups the geometry Tri Weapon)
Version 2.4.8 (3 Jun 2009)
* fixed bug in hull script (reported by Drag0ntamer, fixed by Alphax)
Version 2.4.7 (4 May 2009)
* fixed bug where "apply skin deform" would apply it more than once on
geometries that are linked to more than once in the nif
* new option to import extra nodes which are not bone influences as bones
(reported by mac1415)
* bugfix for Euler type animation import
* max bones per partition now defaults to 18 for civ4 (reported by mac1415)
* updated for pyffi 2.0.0
* moved advanced import settings to new column (reported by Alphax)
* inverted X and Y offset UV Ipo channels on import and export (reported by
Alphax)
* added support for civ4 shader textures (reported by The_Coyote)
* new option to control export of extra shader textures for civ4 and sid
meier's railroads (reported by The_Coyote)
* if extra shader textures are exported, then tangent space is generated
(reported by The_Coyote)
* fixed scaling bug if scale was not 1.0 in certain cases (such as civ4
leaderheads, reported by The_Coyote)
* realign bone tail only is now the import default (slightly better visual
representation of bones in complex armatures such as civ4 leaderheads)
Version 2.4.6 (23 Apr 2009)
* import and export of Morrowind NiUVController/NiUVData i.e. moving textures
(with help from Axel, TheDaywalker, and Alphax)
Version 2.4.5 (21 Apr 2009)
* another import fix for names that end with null character
* warn on packed textures instead of raising error (reported by augbunny)
* Morrowind:
- rebirth of the 'nif + xnif + xkf' option for Morrowind (reported by axel)
- improved import of nifs that have multiple skeleton roots (such as the
official skin meshes, and various creatures such as the ice raider)
- new import option to merge skeleton roots (enable!)
- new import option to send detached geometries to node position (enable!)
* Fallout 3:
- now imports and exports the emitMulti value in the shader emit
slider (up to a factor 10 to accomodate the range) and stores the emissive
color as Blender's diffuse color (reported and tested by mushin)
- glow texture import and export (reported and tested by mushin)
Version 2.4.4 (2 Apr 2009)
* import option to disable combining of shapes into multimaterial meshes
(suggested by Malo, and contributed by Alphax)
* importing a nif with an unsupported root block now only gives error message
instead of raising an exception (reported by TheDaywalker)
* fixed fallout 3 import of packed shapes (such as mopps)
Version 2.4.3 (7 Mar 2009)
* further fixes for fallout 3
- new options in export dialog for shader flags and shader type (thanks to
malo and nezroy)
- new option to disable dismember body part export (sickleyield)
* text keys imported also if they are not defined on the scene root (reported
by figurework)
Version 2.4.2 (15 Feb 2009)
* materials whose name starts with "noname" (such as those that are imported
without a name) will have no name in the nif; this fixes some issues with
Fallout 3 (reported by malo)
* import fix for names that end with null character (reported by alphax)
* if not all faces have a body part, they will be selected on export to make
it easier to identify them; error message has been improved too (reported by
malo)
* meshes without vertices are skipped; so they no longer give mysterious error
messages (reported by malo)
Version 2.4.1 (2 Feb 2009)
* Fallout 3 BSShaderXXX blocks are no longer shared to avoid issues with the
engine
* NiSourceTexture improvements:
- pixel layout exports as "6" (DEFAULT) for versions 10.0.1.0 and higher
- use mipmaps exports as "1" (YES)
* Sid Meier's Railroads:
- new regression test
- fixed import and export of specular color
- fixed alpha flags export
- automatic integer extra data export for shader texture indices
- automatic export of RRT_Engine_Env_map.dds and RRT_Cube_Light_map_128.dds
shader texture slots
- import of extra shader textures, using extra integer data to find the right
texture slot
- bump (i.e. normal), gloss (i.e. spec), and reflection (i.e. emsk) are
exported into the extra shader slots instead of in the regular slots
* minor cleanups in the code
Version 2.4.0 (25 Jan 2009)
* switched to using the standard logging module for log messages
* improvements for multi-material mopp import and export (but not entirely
functional yet)
* improved self-validating bind position algorithm
- geometries are transformed first to a common bind pose (if it exists, a
warning is issued if no common bind pose is found) - some misaligned
geometry pieces will now be aligned correctly with the armature, this is
most noticable with Morrowind imports
- bone nodes are transformed to bind position in two phases, to reduce
rounding errors - some bones that were not sent to the bind pose with the
older algorithm will now be correct
* better Fallout 3 export options
* added export of Fallout 3 tangent space
* added export of Fallout 3 BSShaderPPLightingProperty for textures
* body parts can now be imported and exported via vertex groups
* fixed RuntimeError when importing mesh without faces
Version 2.3.13 (18 Nov 2008)
* better error message if mesh has bone vertex group but no weights
* improved Civ IV bone flags export (0x6 for intermediate bones, 0x16 for
final ones)
* support for double sided meshes via NiStencilProperty and Blender's
double sided flag
* NiAlphaProperty flags now defaults to 0x12ED (more useful to modders)
* load bone pose script now works again with saved poses from older blends
* fixed numControlPoints attribute error when importing some kf files such
as bowidle.kf (reported by Malo)
* fallout 3 import (very experimental)
Version 2.3.12 (24 Oct 2008)
* activated CivIV kf file export (uses Oblivion style kf, experimental!)
* added option to disable material optimization (prevents "merging")
Version 2.3.11 (19 Oct 2008)
* fix for fresh skeleton import into blends imported with older script
versions (again reported by periplaneta)
Version 2.3.10 (18 Oct 2008)
* fix for skin exports from blends imported with older script versions
(reported by periplaneta)
Version 2.3.9 (12 Oct 2008)
* improved installer to point to Python 2.5.2 instead of Python 2.6
if Python installation is not found
* improved the test suite
- allow comparison between imported and exported nif data
- exported skinning data is now tested against imported skinning data
* added common base class for importer and exporter, for code sharing
* fixed bone correction application which would fail under certain
circumstances
* epydoc documentation can now be generated and is included with installation
Version 2.3.8 (27 Sep 2008)
* convert Bip01 L/R xxx to Bip01 xxx.L/R on import, and conversely on export
(contributed by melianv, issue #2054493)
* fix for multimaterial geometry morph (shape key) import and export
* show versions of scripts, blender, and pyffi, in import/export dialog (issue
#2112995)
* new export dialog options to determine Oblivion weapon location as
NiStringExtraData Prn value (issue #1966134)
Version 2.3.7 (25 Aug 2008)
* fixed export of cylinder radius on scaled objects
Version 2.3.6 (19 Aug 2008)
* added import of bhkNiTriStripsShape collisions
* fix for exception when mixing mopps with other primitive shapes
* updated deprecated ipo and curve methods in keyframe export code
* improved FPS estimation on import
* check ipo curve completeness on export (solves the "NoneType has no evaluate
attribute" problem)
* fixed scale keys import and export
Version 2.3.5 (25 Jul 2008)
* quick bug fix if you had multiple materials in your mopp
Version 2.3.4 (24 Jul 2008)
* fix for megami tensei imagine collision import
* on merge, do not skip keyframe controller block if the controller is not
found in original nif file; instead add a controller to the node in the nif
file
* installer fixes for Vista and Blender 2.46
* updated for PyFFI 1.0.0, which includes the new mopp generator based on
havok's recently released SDK
* removed mopp option from export config dialog (they are now always generated)
* preserve the "skin", "dynalpha", ... material names
* fixed material merge bug
* fix for nif imports with more than 16 materials per mesh (the materials
will not be merged in that case)
Version 2.3.3 (May 27, 2008)
* updated installer to make sure PyFFI 0.10.9 is installed
Version 2.3.2 (May 27, 2008)
* B-spline animations are now also imported
* new scripts to save and load current pose of bones to a text buffer
(this is useful when changing existing animations and starting/ending pose
must be copied over from an existing animation)
* transform controller and interpolator also exported on the Bip01 node on
Oblivion skeleton exports
* exporter no longer creates a NiTextKeyExtraData block on skeleton exports
Version 2.3.1 (Apr 13, 2008)
* new script to set bone priorities on multiple bones at once
* Oblivion skeleton import and export including havok and constraints
* also import collision on scene root
* new settings in export dialog to set material and extra havok presets for
creature and weapon
* support for NiWireframeProperty via material WIRE mode
* furniture marker export
* prevent merging of EnvMap2 materials with other materials
* import of type 2 and 3 quaternion rotations
* import and export of BSBound bounding boxes for creatures
* many other minor enhancements
Version 2.3.0 (Mar 30, 2008)
* Import/Export: experimental support for Oblivion animation
- added keyframe file selection to import dialog
- kf file is merged with nif tree on import
- includes text keys import from kf file
- length 1 animations are exported as interpolators without further
transform data, and interpolators without further transform data are
imported as length 1 animations
- bone priorities via NULL bone constraint name ("priority:xx")
- fixed euler rotation animation import (contributed by ahkmos)
- bspline data is skipped on import
- only tested on character animations (skeletonbeast.nif + any of the
character/_male keyframe animations that don't contain bsplines)
* install.bat for quick windows installation
Version 2.2.11 (Mar 21, 2008)
* Export: NiVertexColorProperty and NiZBufferProperty blocks for
Sid Meier's Railroads
Version 2.2.10 (Feb 26, 2008)
* Export: fix for bug in reflection map export
Version 2.2.9 (Feb 22, 2008)
* Import/Export: support for billboard nodes via TRACKTO constraint
* Import: re-enabled embedded texture support (they are saved to DDS)
Version 2.2.8 (Feb 11, 2008)
* Export: more informative error messages if mesh has no uv data and if
texture of type image has no image loaded
* Export: fixed NiGeomMorpherController target
Version 2.2.7 (Jan 11, 2008)
* Export: fixed exception when mesh used material with vcol flags enabled but
without any vertex colors present
* Import: strip "NonAccum" from name when checking for node grouping
* Import: fixed misaligned collision boxes (sometimes you still have to switch
to edit mode and back to align them correctly, seems to be a Blender bug)
Version 2.2.6 (Jan 8, 2008)
* Installer: fixed required PyFFI version
Version 2.2.5 (Dec 18, 2007)
* Export: fixed bug in uv map export with smooth objects
Version 2.2.4 (Dec 10, 2007)
* Import: fixed face orientation of imported bhkPackedNiTriStripsShapes
* Import: also import collisions of non-grouping NiNodes
Version 2.2.3 (Dec 8, 2007)
* Import/Export: added support for gloss textures (use MapTo.SPEC)
* Import/Export: added support for dark textures (use MapTo.COL and blendmode
"darken")
* Import/Export: added support for detail textures (add a second base texture,
that is, MapTo.COL)
* Import/Export: added support for multiple UV layers
* Import: removed broken pixel data decompression code, so recent nif versions
with embedded textures can import (e.g. the copetech nifs)
Version 2.2.2 (Dec 2, 2007)
* Import/Export: support for Morrowind environment maps and bump mapping via
NiTextureEffect blocks (set Blender Map Input to "Refl" for the
NiTextureEffect texture, see release notes for more details)
* Import/Export: support for the bump map slot (Map To "Nor" in Blender)
* Import: fixed a bug which caused material duplication if materials were
shared between more than one NiTriShape/NiTriStrips block
* Import: various small code improvements
Version 2.2.1 (Nov 27, 2007)
* Import: havok blocks (still experimental, but seems to work on most nifs)
* Export: use bhkRigidBody instead of bhkRigidBodyT
* new tester for Blender import and export of havok related blocks
* fixed a bug in the uninstaller (it would not remove the weightsquash script)
Version 2.2.0 (Nov 19, 2007)
* Export: new settings for Oblivion to control rigid body parameters and
material
* Export: calculation of mass, center of gravity, and inertia tensor in rigid
body, which is useful for non-static clutter
* Config: refactored the config gui to get rid of most geometry parameters when
drawing the gui
* updated hull script for quickly creating approximate convex bounding shapes
* the hull script will only hull selected vertices when you run the script
in edit mode
Version 2.1.20 (Nov 3, 2007)
* Import/Export: updated for PyFFI 0.6
* Export: ignore lattices when checking for non-uniformly scaled objects
* Export: ignore name when avoiding duplicate material properties
* Test: added babelfish and oblivion full body import/export tests
Version 2.1.19 (Oct 26, 2007)
* Import/Export: emulate apply mode via Blender's texture blending mode
* Version 2.1.18 (Oct 25, 2007)
Export: recycle material, alpha, specular, and texturing properties
Version 2.1.17 (Oct 23, 2007)
* Test: unselect objects when running each test (prevents duplicate exports)
* Import: new option to import bones with original nif matrices (useful in
some cases where you do not want to bother with the correction matrices)
* Import: some minor optimizations and code cleanups
* Import: changed some lists to generators to save on memory
* Import: fixed trivial bug in get_blender_object
* Export: improved progress bar
* Export: warn when skin partition settings could be improved on Oblivion export
* Export: check blender objects on non-uniform scaling before export so you do
not need to wait too long before the scripts complain about it
Version 2.1.16 (Oct 21, 2007)
* Import: inform about name of Blender object and nif block when losing vertex
weights
* Import: update scene even if import fails
* Import: fixed error with parentship if you imported a skeleton without
selecting anything
* Import: new experimental option for importing meshes and parenting them to the
selected armature (it seems to work pretty well for Oblivion meshes but not so
good on Morrowind meshes)
* Import: improved morrowind skeleton import (for example via base_anim files)
Version 2.1.15 (Oct 19, 2007)
* pycheck: added pychecker script (see http://pychecker.sourceforge.net/)
* test: added test script to automatically run importer and exporter on a range
of selected nif and blend files
* Import/Export: PyFFI 0.5 is now required; the Blender scripts can now read
and write a whole range of new nif versions (see PyFFI ChangeLog for details)
* Import/Export: small GUI improvements
* Import: ignore NiCamera root blocks instead of raising an exception on them
* Import: fixed a bug preventing animation import
* Import: fixed some progress bar issues
* Import: fixed bug in case armature parents another armature (i.e. solstheim's
ice minion raider), this is still not working perfectly but at least the import
completes without raising exceptions
* Import: IMPORT_ prefix for realign option (in accordance with all other keys)
* Import: removed duplicate calculation of armature inverse matrix
* Import: replaced the deprecated method of linking armature to the scene
* Export: improved flatten skin so it works better in some cases
Version 2.1.14 (Oct 14, 2007)
* Import: fixed a transform bug which was introduced in 2.1.13, skinned
geometries had their transform applied twice, so this fixes import of those
skinned models that do not have a unit transform.
* Export: fixed a typo
* Import/Export/Config/GUI: restructured the scripts, in particular the
import script has been transformed into an OOP class, so it requires
no more globals for various settings. All gui and config related
things have moved to a new nif_common.py library, as well as some
common settings such as checking for Blender and PyFFI version. The
result is that the code has been substantially simplified. The import
and export script now also use exactly the same system to run the
config gui.
Version 2.1.13 (Oct 13, 2007)
* Import: fixed transform error while joining geometries (this mostly affects
the import of collision geometries)
* Import: optimized morph import yielding less array lookups and faster code
* Import: simplified texture searching and better linux support by looking for
lower case versions of names too
* Import: automatically remove duplicate vertices after joining Morrowind
collision geometries
Version 2.1.12 (Oct 11, 2007)
* Import: provide sensible error message on kf import
* Export: set flags to 0x000E for Oblivion ninodes and nitrishapes/nitristrips
* Export: automatically set blender collision type, draw type, and draw mode on
old style (RootCollisionNode named mesh) morrowind collision export
Version 2.1.11 (Oct 3, 2007)
* Export: complain on unweighted vertices and select them, instead of adding an
extra bone (this is a better alternative to the Scene Root.00 "feature" which
was pretty frustrating at times when you had to hunt down unweighted vertices)
* Export: switched to using Mesh instead of using the deprecated NMesh
* Export: fixed frame time bug
* Import: removing dummy index does not properly delete the vertex from
the mesh (yielding errors in the vertex key data), so reverted back to shift
checking algorithm to fix face index order; the vertex order is shifted in
place yielding simpler code and faster performance
* Import: removed _bindMatrix zombies, other minor cleanups
* Config: check blender version and raise exception if blender is outdated
Version 2.1.10 (Sep 27, 2007)
* Export: fairly large restructuring of the code, the Python modules are only
loaded once
* Export: fixed alpha controller export
* Export: removed disfunctional material color controller export
* Export: added a timer
* Export: new option to merge seams between objects, if you separated meshes
in different parts then on export often seams could appear between the parts
(the better bodies meshes are good examples of this problem), now there is an
option to recalculate the normals on seams between objects on export (for
better bodies the result is a seamless body on re-export)
Version 2.1.9 (Sep 21, 2007)
* Export: new option to force dds extension of texture paths
* updated hull script for quickly creating bounding spheres
Version 2.1.8 (Sep 17, 2007)
* Export: new padbones option which pads and sorts bones as required by
Freedom Force vs. The 3rd Reich
* Export: automatic settings for Freedom Force vs. The 3rd Reich
* Export: compacter gui
* new script for quickly creating bounding boxes
Version 2.1.7 (Sep 9, 2007)
* Import: trishapes/tristrips of grouping NiNodes are merged on import and the
resulting merged mesh is named after the grouping NiNode
* Import: 'Tri ' prefix is no longer removed from name
* Import: simplified uv import and vertex color import code
* Import: fix for import of nifs with trishape/tristrip root
* Export: simplified heuristic for naming blocks
* Export: raise exception if bone names are not unique
* Export: fixed exception when bone name or armature name was very long
* Import/Export: support for Morrowind collision shapes using a polyheder
bounds shape
Version 2.1.6 (Sep 5, 2007)
* Import: morrowind - better skeleton only import for better bodies
* Import: morrowind - better import for better bodies
* Export: make 'Bip01' root node also root of nif tree
Version 2.1.5 (Sep 2, 2007)
* Export: mopps for packed shapes
* Export: always strip texture paths (except for Morrowind and Oblivion)
* Import: shared texture folder detection for CivIV
* Import: assume stub has alpha channel if texture was not found and alpha
property is present; this will ensure that NiAlphaProperty is written back on
export
Version 2.1.4 (Aug 29, 2007)
* Export: fixed more bugs in bhkConvexVerticesShape
* Export: NiVertexColorProperty and NiZBufferProperty blocks for CivIV
Version 2.1.3 (Aug 19, 2007)
* Installer: also check in HKCU for registry keys of Python and PyFFI (fixes
rare installation issue, see bug #1775859 on the SF tracker)
* new script for reducing number of influences per vertex, running this script
before export helps if the skin partitioning algorithm complains about losing
weights
Version 2.1.2 (Aug 17, 2007)
* Installer: make sure user is admin ("fixes" the Vista bug)
* Import: parent selected objects to armature when importing skeleton only
* Import/Export: Python profiler support (read Defaults.py for details)
Version 2.1.1 (Aug 14, 2007)
* Installer: open download page if dependency not found
* Export: make 'Scene Root' node scene root
* Export: quite a few bug fixes in Oblivion collision export, saner settings
* Export: option to toggle the use of bhkListShape
* Import: fix for skeleton.nif files
* Import: reverted to 2.0.5 bone import system if bone alignment is turned off, looks much better for Oblivion imports
Version 2.1 (Aug 12, 2007)
* Export: added support for Oblivion collisions
- bhkBoxShape (from Blender 'Box' bounding shape)
- bhkSphereShape (from Blender 'Sphere' bounding shape)
- bhkCapsuleShape (from Blender 'Cylinder' bounding shape)
- bhkPackedNiTriStripsShape (from Blender 'Static TriangleMesh' bounding shape)
- bhkConvexVerticesShape (from Blender 'Convex Hull Polytope' bounding shape)
Note that many of the settings are not well understood, so you probably still
have to tweak the collision settings in nifskope. But at least the collision
geometries should be properly exported.
* Export: fixed another bind position transform bug (reported by Corvus)
* Export: fixed a few other minor bugs
Version 2.0.7 (Aug 8, 2007)
* Import: added support for multiple skeleton roots
* Import: better support for meshes/armatures parented to bones
* Import: added option to send bones to bind position
* Import: added option to control application of skin deform
* Export: added option for stripification and strip stitching
* Export: fixed issue with non-uniform scaling on Freedom Force vs. 3rd Reich nifs
* Export: fixed issue with skin partition creation on older nif versions (such as Freedom Force vs. 3rd Reich nifs)
* Export: fixed problem with meshes sharing the same vcol lighting enabled material but not all having vertex weights (such as the Oblivion steel cuirass); the exporter now issues a warning rather than throwing an exception
* Export: fixed skin bounds calculation
Version 2.1.0 (Aug 6, 2007)
* Import/Export: fixed various transform errors
* Import: frames/sec detection
* Import: new and more reliable skinning import method
* Export: new options to control export of skin partition
Version 2.0.5 (Jul 30, 2007)
* Import: new option to import skeleton only
* Export: new options to export animation
* Export: 10.2.0.0-style transform controllers (includes Oblivion)
* Export: Morrowind style .kf files
* Export: fixed morph controller and morph data export
* Export: fixed getTransform on Zoo Tycoon 2 creatures
Version 2.0.4 (Jul 23, 2007)
* Import: fixed a few skin import transform errors (morrowind better bodies, oblivion armor)
Version 2.0.3 (Jul 22, 2007)
* Export: fixed skin export in case some bones did not influence any vertices
* Export: fixed transform error in skinned meshes such as better bodies and oblivion skeleton
* Export: support for 20.3.0.3 and 20.3.0.6 (experimental)
Version 2.0.2 (Jul 16, 2007)
* Import/Export: fix for config problem if nifscripts.cfg did not exist yet
Version 2.0.1 (Jul 14, 2007)
* Import: fix in transform of some skinned meshes
* Import/Export: simple local install script in .zip for linux
Version 2.0 (Jul 12, 2007)
* Import/Export: switched to PyFFI, support for NIF versions up to 20.1.0.3
* Import/Export: GUI revamped
* Export: tangent space calculation
* Export: skin partition calculation
* Export: skin data bounding sphere calculation
* Export: flattening skin hierarchy for oblivion
Version 1.5.7 (Jul 13, 2006)
* Import: further fix on zero length bones.
* Export: fixed export of unnamed objects.
* Export: fixed export of meshes parented to other meshes.
Version 1.5.6 (Jun 19, 2006)
* Export: fixed export of multi-material meshes.
* Export: fixed export of zero-weighted vertexes.
Version 1.5.5 (Jun 15, 2006)
* Import: fixed import of zero length bones.
* Export: fixed export of meshes with no parents.
Version 1.5.4 (Jun 12, 2006)
* Export: fixed a bug in apply_scale_tree
Version 1.5.3 (Jun 10, 2006)
* Export: fixed an issue with skinned models (clothing slots
now no longer require to be applied transformation with NifSkope)
* Import: fixed import of animation keys
* Export: no more empty NiNode at the end of bone chains
* Export: optimized the export of single materialed, non-animated meshes.
* Import/Export: bone names are restored
Version 1.5.2 (Apr 19, 2006)
* Export: new option APPLY_SCALE (on by default) which resolves TESCS selection box issue and a 1.5 incompatibility problem
* Import/Export: full Python installation no longer needed
* Export: keyframe data realigned as well (should allow us, in theory, to re-export base animation files)
* Export: transform fix on dummy tail NiNodes
* Import: if texture not found, a stub is created
* Export: bone optimization fix
* Import: realignment is now always automatic
* Import/Export: correction on 1.5.1 ChangeLog, you'll still need the Bip01 spell, but we're getting closer
Version 1.5.1 (Apr 13, 2006)
* Export: a 20.0.0.4 bug is fixed
* Import/Export: restoring bone matrices, no longer need for NifSkope's Bip01 spell
* Import: animated nodes that aren't bones have their animation imported too
* Import/Export: scaling fix
* Import: initial attempt to use the original NIF bone matrices if auto-align is turned off
Version 1.5 (Mar 21, 2006)
* Import: fix for models that have a NiTriShape as root block
* Import: added config option to retain bone matrices
* Import: full animation support, animation groups and keyframes
* Import: detects invalid / unsupported NIF files
* Export: bugfix in animation export
* Export: bugfix in vertex weight export
* Export: large model fix (now supports up to 65535 faces / vertices per mesh
* Export: writes a dummy node on final bones to retain bone length when re-imported
Version 1.4 (Feb 12, 2006)
* Import: completely rewritten, uses Niflib now just like exporter
* Import/Export: support for all NIF versions up to 20.0.0.4!!
* Import/Export: corrected specularity import/export (thanks NeOmega)
* Import/Export: hidden flag via object wire drawtype
* Import: full skinning support (but still no animation)
* Import: better bone length estimation, automatic alignment
Version 1.3 (Jan 21, 2006):
* Import/Export: Vertex key animation support (geometry morphing).
* Export: Bugfix in bone animation export (transformations sometimes wouldn't show up correctly before).
* Import: Improved bone length calculation.
* Export: Added NIF v10.0.1.0 support.
* Export: Skinning bugfix for multimaterialed meshes.
* Export: Vertex weight calculation optimized, and no more annoying console messages!
* Export: Embedded textures reestablished.
Version 1.2 (Dec 23, 2005):
* Import/Export: updated for Blender 2.40
* Export: now uses Niflib, which implies that it runs much faster, the code is much cleaner, and multiple NIF version support is in the making
* Export: replaced old crappy config file system with Blender's native Script Config Editor system
* Export: new feature - texture flipping
* Export: new feature - export of bones, armatures, and vertex weights (finally!!!)
* Export: packed texture feature has been temporarily dropped; this functionality is being transferred to Niflib
Version 1.1 (Oct 31, 2005):
* Export: Fixed bug pointed out by Sabregirl, on mesh_mat_shininess.
* Export: Applied m4444x's patches to exporter (texture flipping), changed names, included exporter readme file.
* Import/Export: Changed the licensing to BSD.
* Import: Added support for texturing in the editor 3D view. Now the textures will show up in textured mode if loaded.
* Import: NiMorph Controllers that m4444x coded. Haven't tested it, but it doesn't break the previous functionality, so it should be fine
* Export: Added an option for stripping the texture's file path
* Export: Support for subsurfed meshes (display level).
* Export: Vertex export method improved, extreme speedup!
* Import/Export: Transparency support improved.
* Import: Small fix in the import of vertex colors.
* Import: Autodetect Morrowind style texture path; if you load a NIF from ...\meshes\... then the importer will look in ...\textures\* for the NIF textures.
* Export: Fixed animation group export.
* Import: Multiple texture folders.
* Import/Export: number of vertices and number of faces is unsigned short: fix in importer, and added range check in exporter.
* Import/Export: Added glow mapping.
* Export: Fixed texture flipping
* Import/Export: Config file support.
* Import/Export: Now we have a GUI for setting various options.
* Import: Solved problem with textures embedded in NIF file; textures will not load but the script will still load the meshes.
Version 1.0 (Oct 12, 2005):
* Initial bundled release of the importer v1.0.6 and exporter v0.8 on SourceForge.